// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
// 
using System;
using System.Collections.Generic;

#if WINRT
using System.Reflection;
#endif

namespace Microsoft.Xna.Framework.Content
{
 
	internal class DictionaryReader<TKey, TValue> : ContentTypeReader<Dictionary<TKey, TValue>>
    {
        ContentTypeReader keyReader;
		ContentTypeReader valueReader;
		
		Type keyType;
		Type valueType;
		
        internal DictionaryReader()
        {
        }

        protected internal override void Initialize(ContentTypeReaderManager manager)
        {
			keyType = typeof(TKey);
			valueType = typeof(TValue);
			
			keyReader = manager.GetTypeReader(keyType);
			valueReader = manager.GetTypeReader(valueType);
        }

        protected internal override Dictionary<TKey, TValue> Read(ContentReader input, Dictionary<TKey, TValue> existingInstance)
        {
            int count = input.ReadInt32();
            Dictionary<TKey, TValue> dictionary = existingInstance;
            if (dictionary == null) dictionary = new Dictionary<TKey, TValue>();
            for (int i = 0; i < count; i++)
            {
				TKey key;
				TValue value;

#if WINRT
                if (keyType.GetTypeInfo().IsValueType)
#else
                if (keyType.IsValueType)
#endif
                {
                	key = input.ReadObject<TKey>(keyReader);
				}
				else
				{
					int readerType = input.ReadByte();
                	key = input.ReadObject<TKey>(input.TypeReaders[readerType - 1]);
				}

#if WINRT
                if (valueType.GetTypeInfo().IsValueType)
#else
                if (valueType.IsValueType)
#endif
				{
                	value = input.ReadObject<TValue>(valueReader);
				}
				else
				{
					int readerType = input.ReadByte();
                	value = input.ReadObject<TValue>(input.TypeReaders[readerType - 1]);
				}
				
				dictionary.Add(key, value);				
            }
            return dictionary;
        }
    }
}

